Angari: Secrets for Sale

I tell you, there's something I just don't trust about the squids. Yeah, that's what I said, squids! Report me to the Tolerance committee if you want but Angari have got tentacles instead of ears. That's pretty squidy to me. And they smell like swamp water too...

Yeah, I've seen ‘em, and smelt ‘em, up close. I was a gunnery officer back when we hit Chintaro -the second time, not the first- and got captured once they smashed our fleet. They must have known we were coming, how else could they have beaten us so easily? I know, I know, it was a "tactical stalemate", but the Imperium's gone so let's face it; they kicked us around their whole solar system and didn't even bother to chase us once we turned and ran.

Angari deal in secrets get it? Archive information; shake all those little facts around until they discover new ways for their clients to use them, who knows what they might figure out by looking at the patterns. All I know is; they started pounding on us as soon as we entered their space, so they must have known the wheres and whens for the fleet before hand. And the stuff their ships could do... If they had come out to fight things might have gone differently with the R'Tillek.

Sure, they treated me pretty decent when I was a POW, and they sent me home way faster than we did their people, but those Angari were strange. They have this other language you know. Maybe telepathy or some kind of radio signal, I'm not sure, and I doubt anybody is really. They all can hear it, but only some of them can "broadcast" I guess you'd call it. So sometimes they'd just stand around, those tentacles twitching like knotted braids of hair with minds of their own, while they got their marching orders. It's creepy as all hell, like one of those monster movies where something takes over the townsfolk and turns them into zombies.

You know what? I bet that's why they mostly stay close to home. They're never really alone when with their own kind so maybe they don't handle solitude all that well. The rest of us are probably pretty lucky if that's true. And I guess that makes the Angari who actually do venture out into the big wide galaxy their version of weirdoes or kooks.Something to think about the next time the Angari ambassador drives by the shop...

Transcript of interview with Sgt. Gregor Marne (ret)

Angari: Secrets for Sale introduces a new race for the Reign of Discordia setting. Though intended to fit within the overarching themes explored by Reign of Discordia, Narrators seeking to adapt the Angari to their own space opera, or at least space based, campaigns should find little difficulty. By both instinct and inclination most Angari prefer to stick close to home. For this reason their influence on their neighbors proves quite subtle and easy to overlook. This makes it relatively easy to simply place the Angari into any empty solar system and claim they had always lived there.

To outsiders the Angari seem very mysterious. A race in love in with secrets, demonstrating technology which most others cannot use let alone comprehend, pursuing an enigmatic agenda, the Angari present themselves as a puzzle to the rest of the galaxy, one which they refuse to solve. This gives Narrators the luxury of coming up with their own answer to that fundamental question; what are the Angari up to?

Angari: Secrets for Sale offers up information and new game content suitable for whatever use the Narrator wishes to put them. Section one presents the Angari as a playable race ready for immediate introduction into a campaign whether as heroes, antagonists or something in between. Section two, focusing on the Angari fleet, introduces new ships and equipment for those ships which makes them equally useful as allies or opponents in a campaign.

A well-considered species and culture, with some interesting technology, designs, and really nice spaceship illustrations. They seem to have inexplicably caught the drow's ailment that prevents anyone else from using their gear. [...]

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